Khaine’s Arrow
Enhancements
Runes of Sanctuary (Psychic)0ptsPSYKER model only. Once per turn, in your opponents Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as the target of a ranged attack, the bearer can use this Enhancement. If it does, until the end of the phase, each time an attack targets that friendly AELDARI unit, worsen the Armour Penetration characteristic of that attack by 1.
Shieldmaster0ptsOnce per turn, in your Movement phase, after the bearer has moved, you can close one open Hatchway it moved through this phase (this can be done in addition to operating a Hatchway using the Unerring Strike Detachment rule).
Stratagems
BLADEFOCUS1cpWHEN: Fight phase.

TARGET: One HOwLING BANSHEES or STRIKING ScORPIONS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll.
CRITICAL CAPTURE1cpWHEN: Your Command phase.

TARGET: One AELDARI unit from your army (excluding CHARAcTER units).

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
FOCUSED FUSILLADE1cpWHEN: Your Shooting phase.

TARGET: One DIRE AvENGERS, FIRE DRAGONS, SwOOPING HAwKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.
VOID GHOSTS1cpWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Protector Host
Enhancements
Grace of Khaine0ptsEach time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.
Rallying Cry0ptsIn the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDiANS units within that Entry Zone instead of any other units.
Stratagems
RAPID AMBUSH1cpWHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

TARGET: One DIRE AvENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit.

EFFECT: If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”.

RESTRICTIONS: Until the end of the turn, your unit cannot fire Overwatch.
SHIELD OF BLADES1cpWHEN: Your opponent’s Movement or Charge phase.

TARGET: One DIRE AvENGERS or GUARDIAN DEfENDERS unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
SHURIKEN STORM1cpWHEN: Your Shooting phase.

TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.
VOID GHOSTS1cpWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Wraiths of the Void
Enhancements
Direct Guidance0ptsAt the end of your Movement phase, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Until the end of the turn, that WRAITH CONSTRUCT unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Song of Renewal0ptsIn your Command phase, the bearer can use this Enhancement. If it does, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Return one destroyed model to that WRAITH CONSTRUCT unit with its full wounds remaining.

The bearer can only use this Enhancement up to two times.
Stratagems
D-STRIKE1cpWHEN: Your Shooting phase.

TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.

EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
GUARDIAN CONSTRUCTS1cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
UNFLINCHING FIRE1cpWHEN: Your opponent’s Movement or Charge phase.

TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
WRAITHSIGHT1cpWHEN: Your Shooting phase.

TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
Star-dancer Masque
Enhancements
Prismatic Garb0ptsEnemy units cannot fire Overwatch at the bearer.
Path of Eldanesh0ptsThe bearer has the Fights First ability and, each time the bearer opens a Hatchway, until the end of the turn, improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1.
Stratagems
ACROBATIC LEAPS1cpWHEN: Your Movement phase.

TARGET: One AELDARI unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there.
DARTING STRIKES1cpWHEN: Fight phase.

TARGET: One AELDARI unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
SERPENT STRIKE1cpWHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit.

TARGET: That AELDARI unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
VOID GHOSTS1cpWHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Armoured Warhost
Enhancements
Guiding Presence25ptsAeldari Psyker model only. At the start of your Shooting phase, select one friendly Aeldari Vehicle model within 9" of the bearer. Until the end of the phase, each time that model makes an attack, add 1 to the Hit roll.
Harmonisation Matrix30ptsAELDARI model only. In your Command phase, if the bearer (or any Transport it is embarked within) is within range of an objective marker you control, roll one D6: on a 3+, you gain 1CP.
Spirit Stone of Raelyth20ptsAeldari Psyker model only. While the bearer is within 3" of one or more friendly Aeldari Vehicle units, the bearer has the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3" of the bearer. That model regains up to D3 lost wounds.
Guileful Strategist15ptsAELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three Aeldari Vehicle units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Stratagems
ANTI‑GRAV REPULSION1cpWHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Aeldari Vehicle unit from your army that can Fly and was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
CLOUDSTRIKE1cpWHEN: Start of the Reinforcements step of your Movement phase.

TARGET: One Aeldari Vehicle unit from your army that can Fly and is in Strategic Reserves.

EFFECT: Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a Transport, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge.
LAYERED WARDS1cpWHEN: Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.

TARGET: That Aeldari Vehicle unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
SOULSIGHT1cpWHEN: Your Shooting phase.

TARGET: One Aeldari Vehicle unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence.
SWIFT DEPLOYMENT1cpWHEN: Your Movement phase.

TARGET: One Aeldari Transport unit from your army.

EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.
VECTORED ENGINES1cpWHEN: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.

TARGET: That Aeldari Fly Vehicle unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
Warhost
Enhancements
Phoenix Gem35ptsAsuryani model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.
Timeless Strategist15ptsAsuryani model only. At the start of the battle round, if the bearer is on the battlefield (or any Transport it is embarked within is on the battlefield), you receive 1 additional Battle Focus token.
Gift of Foresight15ptsAsuryani model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP.
Psychic Destroyer30ptsAsuryani Psyker model only. Add 1 to the Damage characteristic of ranged Psychic weapons equipped by the bearer.
Stratagems
BLITZING FIREPOWER1cpWHEN: Your Shooting phase.

TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
FEIGNED RETREAT1cpWHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FIRE AND FADE1cpWHEN: Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot.

TARGET: That ASURYANI unit.

EFFECT: Your unit can make a Normal move of up to D6+1".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport.
LIGHTNING-FAST REACTIONS1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SKYBORNE SANCTUARY1cpWHEN: End of the Fight phase.

TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
WEBWAY TUNNEL1cpWHEN: End of your opponent’s Fight phase.

TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
Windrider Host
Enhancements
Firstdrawn Blade10ptsAsuryani Mounted model only. Models in the bearer’s unit have the Scouts 9" ability.
Mirage Field25ptsAsuryani Mounted model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.
Seersight Strike15ptsAsuryani Mounted Psyker model only. Psychic weapons equipped by the bearer have the [anti-monster 2+] and [anti-vehicle 2+] abilities.
Echoes of Ulthanesh20ptsAsuryani Mounted model only. In your Command phase, roll one D6, adding 1 to the result if the bearer is not within your deployment zone, and adding an additional 1 to the result if the bearer is within your opponent’s deployment zone: on a 5+, you gain 1CP.
Stratagems
DARING RIDERS1cpWHEN: The Reinforcements step of your Movement phase.

TARGET: One Asuryani Mounted or VYPER unit from your army in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
DEATH FROM ON HIGH1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: One Asuryani Mounted or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
FOCUSED FIREPOWER1cpWHEN: Your Shooting phase.

TARGET: One Asuryani Mounted or VYPER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
OVERFLIGHT1cpWHEN: End of your Shooting phase or the end of the Fight phase.

TARGET: One Asuryani Mounted unit from your army that destroyed one or more enemy units this phase.

EFFECT: Your unit can make a Normal move of up to 7".
SPIRALLING EVASION1cpWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Mounted or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
WIND OF BLADES1cpWHEN: Your Movement phase.

TARGET: One Asuryani Mounted or Vyper unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
Spirit Conclave
Enhancements
Light of Clarity30ptsSpiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, add 1 to the Objective Control characteristic of INFANTRY models in that unit and add 3 to the Objective Control characteristic of MONSTER models in that unit.
Stave of Kurnous15ptsSpiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer (excluding TITANIC units). Until the start of your next Command phase, each time a model in that unit makes an attack, on a Critical Wound, that attack has the [precision] ability.
Rune of Mists10ptsSpiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, each time a ranged attack targets that unit, unless the attacking model is within 18", models in that unit have the Benefit of Cover against that attack.
Higher Duty25ptsSpiritseer model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, the bearer’s unit can make a Normal move of up to 6".
Stratagems
BLADES FROM BEYOND1cpWHEN: Fight phase.

TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
CRUSHING STRIDES1cpWHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.

TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
SEER’S EYE1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
SOUL BRIDGE1cpWHEN: Your Command phase.

TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.

EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
SPIRIT TOKEN1cpWHEN: Start of your Movement phase.

TARGET: One Wraithblades or Wraithguard unit from your army.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WRAITHBONE ARMOUR1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Guardian Battlehost
Enhancements
Craftworld’s Champion25ptsAsuryani model only. The bearer has an Objective Control characteristic of 5.
Ethereal Pathway30ptsAsuryani model only. In the Deploy Armies step, select up to two Guardians units from your army. Models in the selected units have the Infiltrators ability.
Protector of the Paths20ptsAsuryani model only. While the bearer is leading a Dire Avengers or Guardians unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control.
Breath of Vaul10ptsAsuryani model only. While the bearer is leading a Storm Guardians unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re-roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re-roll the result.
Stratagems
BLADES OF ASURYAN1cpWHEN: Your Shooting phase.

TARGET: One Dire Avengers or Guardians unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
COST OF VICTORY1cpWHEN: End of your opponent’s Fight phase.

TARGET: One Guardians unit from your army.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit.
SHIELD NODES1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Dire Avengers or Guardians unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
TIME TO STRIKE1cpWHEN: Your Movement phase.

TARGET: One Storm Guardians unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
VAUL’S VENGEANCE1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Dire Avengers or Guardians unit from your army.

TARGET: One War Walkers unit from your army.

EFFECT: After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target).

RESTRICTIONS: You can only use this Stratagem once per battle round.
WARDING SALVOES1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: One Dire Avengers or Guardians unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll.
Ghosts of the Webway
Enhancements
Cegorach’s Coil25ptsTroupe Master model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Mask of Secrets15ptsHarlequins model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
Murder’s Jest20ptsDeath Jester model only. Each time the bearer makes an attack that targets a unit that is Below Half-strength, each successful Hit roll scores a Critical Hit.
Mistweave15ptsShadowseer model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.
Stratagems
BLOODY DANCE1cpWHEN: End of your opponent’s Charge phase.

TARGET: One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
EXIT THE STAGE1cpWHEN: End of your opponent’s Fight phase.

TARGET: One Harlequins unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
HEROES’ FALL1cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
MOCKING FLIGHT1cpWHEN: Your Movement phase, just after a Harlequins unit from your army Falls Back.

TARGET: That HARLEQUINS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
STAGED DEATH1cpWHEN: Any phase.

TARGET: One Harlequins Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
TRICKSTERS’ RETORT1cpWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Troupe unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
Devoted of Ynnead
Enhancements
Gaze of Ynnead15ptsFarseer model only. The bearer’s Eldritch Storm weapon has the [devastating wounds] ability.
Storm of Whispers10ptsWarlock model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.
Borrowed Vigour10ptsArchon model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons.
Morbid Might15ptsSuccubus model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll.
Stratagems
DEATH ANSWERS DEATH1cpWHEN: End of your opponent’s Shooting phase.

TARGET: One Ynnari unit from your army (excluding Wraith Construct units), if one or more models in that unit were destroyed this phase.

EFFECT: Your unit can shoot as if it were your Shooting phase.
EMISSARIES OF YNNEAD1cpWHEN: Fight phase, just after a Ynnari Infantry unit from your army has selected its targets.

TARGET: That YNNARI INFANTRY unit.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead.
MACABRE RESILIENCE1cpWHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Ynnari Infantry or Ynnari Mounted unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
PALL OF DREAD1cpWHEN: Any phase.

TARGET: One Ynnari unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
PARTING THE VEIL2cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Ynnari unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
SOULSIGHT1cpWHEN: Your Shooting phase.

TARGET: One Ynnari unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities.
Seer Council
Enhancements
Lucid Eye30ptsAsuryani Psyker model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool.
Runes of Warding25ptsAsuryani Psyker model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [devastating wounds] ability.
Stone of Eldritch Fury15ptsAsuryani Psyker model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer.
Torc of Morai-Heg20ptsAsuryani Psyker model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP.
Stratagems
FATE INESCAPABLE1cpWHEN: Your Shooting phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
FOREWARNED1cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
ISHA’S FURY1cpWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Asuryani Psyker model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
PRESENTIMENT OF DREAD1cpWHEN: Command phase.

TARGET: One Asuryani Psyker model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
PSYCHIC SHIELD1cpWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNSHROUDED TRUTH1cpWHEN: Your Movement phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
Aspect Host
Enhancements
Aspect of Murder25ptsAutarch or Autarch Wayleaper model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons have the [precision] ability.
Mantle of Wisdom30ptsAutarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time that unit is selected to shoot or fight, until the end of the phase, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule.
Shimmerstone15ptsAutarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time a ranged attack targets that unit, subtract 1 from the Wound roll.
Strategic Savant15ptsAutarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, add 1 to the Objective Control characteristic of models in that unit.
Stratagems
DOOM INESCAPABLE1cpWHEN: Your Shooting phase.

TARGET: One Avatar of Khaine model from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8.
KHAINE’S VENGEANCE1cpWHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit.

EFFECT: All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
PRETERNATURAL PRECISION1cpWHEN: Your Shooting phase.

TARGET: One Aspect Warriors unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities.
SKYBORNE SANCTUARY1cpWHEN: End of the Fight phase.

TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
TO THEIR FINAL BREATH1cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
WARRIOR FOCUS1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.
Serpent’s Brood
Enhancements
Key of Ghosts20ptsHarlequins model only (excluding Solitaire models). Models in the bearer’s unit have the Scouts 6" ability.
Weavers’ Wail20ptsTroupe Master model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons.
Fanged Leer10ptsDeath Jester model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one.
Shedskin Raiment25ptsShadowseer model only. After both players have deployed their armies, select up to three Harlequins units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Stratagems
FANGS OF THE BROOD1cpWHEN: Start of the Fight phase.

TARGET: One Troupe unit from your army.

EFFECT: Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
SKYWARD LUNGE1cpWHEN: End of your opponent’s Fight phase.

TARGET: One Harlequins Vehicle or Harlequins Mounted unit from your army.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
STRIKING STRIDE1cpWHEN: Your Charge phase.

TARGET: One Harlequins unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
VENOMOUS WRATH1cpWHEN: Your Shooting phase.

TARGET: One Harlequins Vehicle unit from your army that has not been selected to shoot this phase.

EFFECT: After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.
WEAVERS’ COILS1cpWHEN: End of your Fight phase.

TARGET: One Harlequins Mounted unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
WEAVING STRIDE1cpWHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Harlequins Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
Eldritch Raiders
Enhancements
Pirate Prince15ptsPrince Yriel unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.
Alacritous Assault20ptsAnhrathe unit only. Melee weapons equipped by models in this unit have the [LANCE] ability.
Exotic Munitions15ptsAnhrathe unit only. Ranged weapons equipped by models in this unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.
Adrenal Infusions20ptsAnhrathe Infantry unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.
Stratagems
IMPEDING FIRE1cpWHEN: Start of your opponent’s Charge phase.

TARGET: One Rangers, Shroud Runners or Starfang unit from your army.

EFFECT: Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
NO PREY TOO BIG1cpWHEN: Your Shooting phase.

TARGET: One Anhrathe, Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.
RAIDERS’ SPOILS1cpWHEN: Command phase.

TARGET: One Anhrathe unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
RUTHLESS KILLERS1cpWHEN: Your Shooting phase or the Fight phase.

TARGET: One Corsair Voidscarred unit from your army that has not been selected to shoot or Fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack.
WITHDRAW AND REINFORCE1cpWHEN: End of your opponent’s Fight phase.

TARGET: One Anhrathe unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit.
YRIEL’S EXAMPLE1cpWHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Aeldari Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
Corsair Coterie
Enhancements
Infamy (Aura)25ptsAnhrathe unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1).
Webway Pathstone25ptsAnhrathe unit only. Models in this unit have the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into Strategic Reserves.
Archraider35ptsAnhrathe Character unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability:

Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.
Voidstone15ptsAnhrathe Infantry unit only. Models in this unit have a 5+ invulnerable save.
Stratagems
CLOAK AND SHADOW1cpWHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
INTO THE BREACH1cpWHEN: Your Shooting phase, just after an Anhrathe unit from your army destroyed one or more enemy units.

TARGET: That ANHRATHE unit.

EFFECT: After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1".
LETHAL RUSE1cpWHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.

TARGET: That AELDARI unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
OUTCAST AMBUSH1cpWHEN: Your Shooting phase.

TARGET: One Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.
PIRATES’ DUE1cpWHEN: The Fight phase.

TARGET: One AELDARI unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
VENGEFUL SORROW1cpWHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.